Hi,
On Thursday 08 May 2008 20:00, Jason Ziglar wrote:
I've got a camera which is part of my scene graph, and for some reason
it doesn't appear to be getting called to render part of the scene.
The camera is set to be a NESTED_RENDER, and has a PreDrawCallback. The
callback never gets
Hi Rahul.
Toe-In stereo is not proper stereo, rather its just a hack that kinda
works OK as long as you don't need accurate stereo, but frankly its a
pretty amateurish hack, suggesting that one doesn't really know or
care what stereo actual means, or that one doesn't understand the
maths required
Hi Jason,
For your compositing like you are doing I'd suggest using
osgViewer::Viewer rather than osgViewer::CompositeViewer, as when
doing compositing you are logically managing a single view of the
scene, even though its composed of a number of slave cameras. A
CompositeViewer is for composing
Hi David,
Mipmapping will only be selected if mipmap minification filtering is
enabled for the texture so it could be that for you model
the magnification filter is set to something like NEAREST or LINEAR
instead of LINEAR_MIPMAP_LINEAR.
Try converting your file to .osg and browse through to
Hi J-S,
The lines in OsgMacroUtils.cmake must have some reason for their
existence. I don't know whether its was introduced by Luigi Calori or
Eric Wing or another Windows developer during the development of the
OSG's CMake build system. I have to defer to Windows experts on the
CMake build
Hi Zhanggulian,
The OSG itself won't change resolution, even when creating a viewer.
To get the OSG to change resolution you have to explicitly call
WindowSystemInterface::setScreenResolution(..), but you have to call
this explictly, the OSG won't ever call this automatically.
So.. this leaves a
Hi Paul and Roland,
I tend towards maintaining a single source for management, be it for
source code, documentation or wiki website. For collaborative I think
this becomes key in making sure that not too many disparate branches
build up.
However, having single source can lead to collisions when
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Sponsored by ACM SIGGRAPH and SIGCHI
BORDEAUX, FRANCE
October 27-29, 2008
http://www.vrst.org/vrst2008
---
We invite you to participate in the ACM Symposium on Virtual Reality
Software and Technology (VRST) 2008 in
Hello Robert,
Robert Osfield wrote:
I tend towards maintaining a single source for management, be it for
source code, documentation or wiki website. For collaborative I think
this becomes key in making sure that not too many disparate branches
build up.
However, having single source can lead
Hello,
when I use the osgviewerGTK, I see a very simplistic model and it is black. For
example I used the cessna.osg file and I made a picture. I have attach the
picture to this mail.
What could be the problem?
Cheers,
Martin
--
249 Spiele für nur 1 Preis. Die GMX Spieleflatrate schon ab
Hi!
Before removing some nodes, I want them to fade out. So I want them to
be rendered transparently for a short time, after they have been opaque
most of their lifetime. I achieve this by setting the node's state as
follows when the fadeout starts (omitting blend func constant details etc.):
Hi Robert
Sorry, I haven't much experience in computer graphics...can you
explain me what you mean with GPU down in granularity?
However I have tested the program in Windows XP 32 bit (precedent test
was made in Vista 64 bit)
and now I can use VBO and DL also for larger dataset (maybe the GPU
Hi Christian,
The problem is that the osg::Depth state seems to
leak out and affect
every rendered node while the fade-out is in effect.
After the node is
removed from the scenegraph, everything is back to
normal.
This is sometimes a normal behaviour (as I shortly
found out ;), because
Robert Osfield wrote:
downside is that rendering once built into the display lists won't be
updated automatically. To get ShapeDrawable to update the display
list simple do drawable-dirtyDisplayList(false).
Would it make sense to dirty the ShapeDrawable automatically when the shape is
Hi Fabio,
On Fri, May 9, 2008 at 1:00 PM, fabio riot [EMAIL PROTECTED] wrote:
Hi Robert
Sorry, I haven't much experience in computer graphics...can you
explain me what you mean with GPU down in granularity?
I believe I wrote:
Your biggest bottleneck will be the GPU, which is down to
Hi,
how does a plugin get noticed when osg releases an opengl context and
the plugin caches nodes (which are currently not used in the users
scenegraph)?
Richard
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Ok, got it.
Registry caches nodes by name or by objectCacheHint.
Richard
Hi,
how does a plugin get noticed when osg releases an opengl context and
the plugin caches nodes (which are currently not used in the users
scenegraph)?
Richard
On Fri, May 9, 2008 at 1:12 PM, Ulrich Hertlein [EMAIL PROTECTED] wrote:
Robert Osfield wrote:
downside is that rendering once built into the display lists won't be
updated automatically. To get ShapeDrawable to update the display
list simple do drawable-dirtyDisplayList(false).
Would it
On Fri, May 9, 2008 at 1:29 PM, Schmidt, Richard, SDGE1
[EMAIL PROTECTED] wrote:
Ok, got it.
Registry caches nodes by name or by objectCacheHint.
The formal answer is that plugins shouldn't cache scene graph elements
locally, rather defer to Registry cache
if they need to cache scene graph
Hi Robert,
Have you seen my latest email with a repro showing a bug ? I have the
feeling you skipped it while preparing for you recent voyage.
This repro works on both Vista and XP (dual view is a must to observe the
bug). I suspect that this issue is OS independent and should manifest in
Hi Paul,
I don't know why the file tries to specify a different extension for IDE vs
non-IDE, nor do I know how this worked using CMake 2.4.x. Should we just
submit this as a fix and see who screams?
That's what I think we should do too. Asking on the list about why this
was needed didn't
Hi All,
Normally we'd go send news of stable releases out to various news
websites as soon as binaries are available, but this time around I
headed away for a weeks training, and then since have been snowed
under by support and catching up with submissions. I guess now its
time to get out and
Hi Thomas,
Good to know someone is taking this on, thanks! This CMake warning can be
fixed as described in the message - and the default (CMP0003 OLD) seems to
be working ok.
But that isn't a fix, it's a workaround... Someday, CMake will remove
the old behaviour (that's what deprecated
Hi Robert,
just a reminder about pkg files to updated on the archive 2.4 and
openscenegraph-data archive not yet available on the website
Cedric
Robert Osfield wrote:
Hi All,
Normally we'd go send news of stable releases out to various news
websites as soon as binaries are available, but
1. 'Plugins vrml' compile error
I tried to compile 'Plugins vrml'
I follows that,
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Vi
sualStudio/VisualStudioPlugins
After all, I succeed compiling in 'Debug mode'. But in 'Release mode'
compiling, occur compile error.
Hi J-S,
On Fri, May 9, 2008 at 1:59 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
That's what I think we should do too. Asking on the list about why this was
needed didn't elicit any response, so changing it might. grin
Breaking a build for one user to fix a build another isn't really
Hi Robert,
The lines in OsgMacroUtils.cmake must have some reason for their
existence.
Of course, but I cannot figure out what that reason is.
1. They cause a problem with CMake 2.6 which is now officially released...
2. Removing them (the fix for CMake 2.6) doesn't seem to cause a problem
Does this imply that the PreDrawCallback is only called once per render
stage? If I have multiple cameras, each with a separate callback, do
they all get called at once, or do they get called just each one
performs it's rendering?
If they all get called at once, how would I go about having
Hello Everyone,
I am working on a simulation project in which I have to define
an OSG node in the physics world (Bullet Physics). Can any one guide me
towards a method by which I can convert an OSG node to a mesh so that I can
define it in the physics world.
Regards
Deepu.LR
Jean-Sébastien Guay wrote:
Hi Robert,
The lines in OsgMacroUtils.cmake must have some reason for their
existence.
Of course, but I cannot figure out what that reason is.
1. They cause a problem with CMake 2.6 which is now officially released...
2. Removing them (the fix for CMake 2.6)
Hi Robert,
just a reminder about pkg files to updated on the archive 2.4 and
openscenegraph-data archive not yet available on the website
Also the doxygen on the site should be updated to 2.4 status. CC'ing
Jose Luis (I think he's the one to do it).
Hi!
Thanks for the quick response :-)
You could help yourself if you just add the correct
depth attribute to the parent of your node which
should be faded out. For example:
A is to fade out. P is parent of A, then you do:
A-stateattribute-(new osg::Depth(0,1,false)) // or
whatever you had
Hi Wojtek,
Problem affects DrawArrays with TriangleStrips and TriangleFans as
primitives. Also happens when DrawArrays are precompiled into display
lists. Apllication must be run multithreaded with main thread doing
window / GL context setup and worker thread doing OpenGL rendering.
Problem
Hi Jason,
If each Camera triggers the creation of RenderStage then the pre/post
draw callbacks
will be called once per Camera. As Mathias mentioned a Nested Camera doesn't
trigger a creation of its own RenderStage, rather just reuses the
existing one and doesn't
override anything about this
Hi Robert --
After reading the description, I'd say the change simply contains a bug.
There is no mention of why the macro leaves .lib off the library name in
the VS IDE build case. It looks like, possibly, a cut and paste error.
Logically, we want .lib on library names, regardless of the VS
Hi Deepu,
How long is a piece of string?
This is a similar question to the one you have asked, its pretty
extremely open ended. You really have to start
by narrowing down to topic to make it possible to answer.
In the OSG's case a Node could be anything, it could be Geode
containing a single
Hello Robert,
With the aim of tracking down the introduction of this workaround I've
gone through the svn logs for OsgMacroUtils.cmake and it looks like
the revision of importance is 7865 - this just so happens to be the
latest update to OsgmacroUtils so is a pretty recent change:
Hmm,
wglMakeCurrent per frame should not be necessary, and can be expensive. If
this is submitted as a change to OSG, please ensure it is only enabled for
the affected platforms/configurations, and not enabled where it is not
needed.
-Paul
___
osg-users
Hi Wojciech,
On Fri, May 9, 2008 at 2:16 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Problem could be relaxed when wglMakeCurrent gets called before each frame
rendering. I noticed that artifacts appeared when wglMakeCurrent was called
only once while worker rendering thread
Hi Bill,
I am not quite sure what is
going on, so perhaps someone can explain it to me...
F(NOT MSVC_IDE)
TARGET_LINK_LIBRARIES(${TRGTNAME}
optimized ${OUTPUT_LIBDIR}/${LINKLIB}.lib
debug ${OUTPUT_LIBDIR}/${LINKLIB}${CMAKE_DEBUG_POSTFIX}.lib)
ELSE(NOT MSVC_IDE)
Jean-Sébastien Guay wrote:
Hello Robert,
Of course, I'd like to know if it will break something else. But
honestly, I think we cover pretty much 100% of the possible cases on
Windows with MSVC here... And no one has stepped up to say it will break
it for them.
J-S
You should not have
Hi Bill -- Just to fill you in ...
LINKLIB is one of possibly several libraries that OSG could build. The macro
in question is used to generate their complete name, with output path,
library name, optional D for debug, and the .lib extension.
It is the .lib extension that is causing us problems.
Hi Paul,
After reading the description, I'd say the change simply contains a bug.
There is no mention of why the macro leaves .lib off the library name in
the VS IDE build case. It looks like, possibly, a cut and paste error.
I looked at the file as it was before that change, and it did *not*
Hi J-S,
Wow, nice sleuthing Mr. Holmes :-) Any chance you could devise a patch we
could test, and see if it has a large adverse impact on performance?
Thanks. I will see what I can do. It might be a bit difficult because OSG
precompiles display lists on a first frame. I suspect that OpenGL
On Fri, 2008-05-09 at 13:30 +0200, Martin Großer wrote:
Hello,
when I use the osgviewerGTK, I see a very simplistic model and it is black.
For example I used the cessna.osg file and I made a picture. I have attach
the picture to this mail.
What could be the problem?
Does this happen on
Hi, I' ve been mostly offline for the last 3days, I did not personally
test 2.6 yet (I' m willing to do soon) but do not think putting a .lib
extension would harm windows builds.
I personally do not remember having set up this ide special case, but
probably 2.4 was more tolerant than 2.6 on
Hello Deepu,
I am working on a simulation project in which I have to
define an OSG node in the physics world (Bullet Physics). Can any one
guide me towards a method by which I can convert an OSG node to a mesh
so that I can define it in the physics world.
In general, you would
Hi Zoltan;
I get your all advice for fixing invisibility problem, thanks so much. But
unfortunately any of them couldn't fix the invisibility problem. Then I try to
Robert's osg::Fog advice. And it works amazingly :) It's so simple way to
fixing invisibility problem in which using so big and
Hi Wojtek,
As far as I know you did not see this under Vista. This particular bug
shows only in XP.
Indeed, you remember correctly.
Btw. Can you check another piece of code ie: my modified prerender bug
repro ? This might be related to threading handler problems you
reported. I have posted
Luigi Calori wrote:
Hi, I' ve been mostly offline for the last 3days, I did not personally
test 2.6 yet (I' m willing to do soon) but do not think putting a .lib
extension would harm windows builds.
I personally do not remember having set up this ide special case, but
probably 2.4 was more
Hi Deepu,
In addition to writing a node visitor to traverse the scene graph and
move from node to node accumulating transforms, one thing I have done in
the past to get the geometry information once the visitor reaches a
scene graph leaf is extending osg::PrimitiveFunctor or
Hi Robert;
I have tried all your advices and osg::Fog effect works the invisibility
problem. I try to other ;
1 - changing setNearFarRatio' value,
2 - adding
viewer.getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR
); pattern and
3 - osg::CullStack::CullingMode
Hi Robert, Paul and J-S,
I don't think I was clear enough. Its too early to say that wglMakeCurrent
will be a good workaround for OSG.
I only said that it relaxed the problem in my OpenGL repro.
It looks like first wglMakeCurrent (when renderer thread is started) does
not initialize properly
Hi Bill,
You should not have to add .lib, CMake should do that for you. If these
are libraries that CMake is building as part of the OSG build, then you
should only be linking to the target name, and not messing around with
low level .lib type of stuff.
That's what we were doing, and it
Thanks, a lot
Red frame should never happen. I change flag color to red at the begining of
update callback and change it to green at the end of this callback. You have
seen red then you just confirmed that there is a bug in OSG or OpenThreads.
And update callback might get called at the same
Jean-Sébastien Guay wrote:
Hi Bill,
You should not have to add .lib, CMake should do that for you. If
these are libraries that CMake is building as part of the OSG build,
then you should only be linking to the target name, and not messing
around with low level .lib type of stuff.
That's
Wojciech Lewandowski wrote:
Thanks, a lot
Red frame should never happen. I change flag color to red at the
begining of update callback and change it to green at the end of this
callback. You have seen red then you just confirmed that there is a
bug in OSG or OpenThreads. And update callback
Paul Melis schrieb:
When I run your modified osgprerender example the red flag is shown
the first second, after that it turns to green and stays that way.
This is on a dual-core Linux system with nVidia hardware using the
default threading model. If I set the threading model to single
Paul Melis wrote:
Wojciech Lewandowski wrote:
Thanks, a lot
Red frame should never happen. I change flag color to red at the
begining of update callback and change it to green at the end of this
callback. You have seen red then you just confirmed that there is a
bug in OSG or OpenThreads.
Thanks for testing Everyone.
This shows that problem is wider and not limited to windows. It looks like
GL objects visitor in Renderer thread started by Viewer:: Realize may ovelap
with first updateTraversal. I guess its turn for Robert move ;-)
Cheers,
Wojtek Lewandowski
On Fri, May 9, 2008 at 4:09 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Thanks for testing Everyone.
This shows that problem is wider and not limited to windows. It looks like
GL objects visitor in Renderer thread started by Viewer:: Realize may ovelap
with first updateTraversal. I
On Fri, May 9, 2008 at 2:07 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
Hi Robert,
just a reminder about pkg files to updated on the archive 2.4 and
openscenegraph-data archive not yet available on the website
Thanks for the reminder, these are now updated.
Paul Melis wrote:
Paul Melis wrote:
Wojciech Lewandowski wrote:
Thanks, a lot
Red frame should never happen. I change flag color to red at the
begining of update callback and change it to green at the end of
this callback. You have seen red then you just confirmed that there
is a bug in
.
In the simple case, I just tested with 2.4.8 and 2.6.0 this works fine:
add_executable(bar foo.c)
target_link_libraries(bar foo)
foo.lib is linked for both vs IDE and makefiles.
Let's go back to the macro LINK_INTERNAL. I think the issue was
trying to get around a bug in 2.4.7.
Hi Wojtek,
This shows that problem is wider and not limited to windows. It looks like
GL objects visitor in Renderer thread started by Viewer:: Realize may ovelap
with first updateTraversal. I guess its turn for Robert move ;-)
I just booted up my Ubuntu partition, and I can confirm what
So, I think you don't need the macro at all for 2.4.8 and greater.
Are all the input libraries to LINK_INTERNAL things that CMake is building?
Should be (in this case). I'll try to see what I can find out, but I
really did see the case where generating with 2.6 would not get the .lib
appended
I've done this before, several times, but now I can't see where the
problem is.
What I want is simply to get the modelviewmatrix from the cullvisitor. But
it returns the identity matrix.
The viewpoint and modelviewmatrix are unchanged even if I move the camera
around.
// Attach
Bill Hoffman wrote:
Jean-Sébastien Guay wrote:
Hi Bill,
You should not have to add .lib, CMake should do that for you. If
these are libraries that CMake is building as part of the OSG build,
then you should only be linking to the target name, and not messing
around with low level .lib type
Thanks for your help, Bill.
So, I think you don't need the macro at all for 2.4.8 and greater.
It should just be:
target_link_libraries(osgDB osg OpenThreads)
Will this correctly append the d suffix for debug builds? That is,
osg.lib for release, and osgd.lib for debug. Appending d to the
Paul Martz wrote:
Thanks for your help, Bill.
So, I think you don't need the macro at all for 2.4.8 and greater.
It should just be:
target_link_libraries(osgDB osg OpenThreads)
Will this correctly append the d suffix for debug builds? That is,
osg.lib for release, and osgd.lib for debug.
On Tue, Apr 15, 2008 at 12:14 PM, Philip Lowman [EMAIL PROTECTED] wrote:
On Tue, Apr 15, 2008 at 11:47 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Just to make it clear, I agree, I was getting ahead of myself by getting
the CVS snapshot and assuming that CMake 2.6 was current. So we
Hi,
please forgive my english...
I'm developping an interractive application where people's movement affect
the content of a 3D scene. Somewhere in the appication, when people move,
planty of small insects appears and follow their hands. I modelized these
insects by a small square plane on wich
Jean-Sébastien Guay wrote:
Hi Bill,
Will this correctly append the d suffix for debug builds? That is,
osg.lib for release, and osgd.lib for debug. Appending d to the
base
library file name is one of the tasks that this macro performs, so if
we're
going to get rid of the macro, I want to
Hi Philip,
FYI: the above code is not right. I misunderstood the way CMake 2.6.0
works with respect to plugins (aka MODULE libraries). The proper way to
ensure that plugins get dumped into a lib folder for Linux and the
DLLs get dumped into a bin folder for Windows (within the build tree)
Hi Bill,
Additionally, as Luigi said, the macro puts lib files in
CMAKE_INSTALL_PREFIX/lib, and DLL files in CMAKE_INSTALL_PREFIX/bin,
I just realized (as I should have before) that this is what causes the
issues we have... CMAKE_INSTALL_PREFIX being an absolute path most of
the time,
Hi Philip,
so I'm not sure what problem you're trying to fix.
Sorry, I just realized that this *would* be useful in our current
situation. I have to learn to relax with the send button.
If you can make a patch which implements the code you posted, I'll be
glad to have a look.
J-S
--
Hi Bill,
So, why are you trying to build directly into the install prefix? Why
not let the install command do that work? If you really want to do
that, then you should look at RUNTIME_OUTPUT_DIRECTORY,
ARCHIVE_OUTPUT_DIRECTORY, and LIBRARY_OUTPUT_DIRECTORY target properties.
We're not
It happens only in the GTK and when I press the 60 FPS button than is the
same problem with the model, only the the mouse navigation has change. When
I use the osgViewer or the osgCompositeViewer the model looks normal.
I use OpenSceneGraph 2.4 and fedora 8, is this information helpful?
Cheers,
So, why are you trying to build directly into the install
prefix? Why
not let the install command do that work? If you really want to do
that, then you should look at RUNTIME_OUTPUT_DIRECTORY,
ARCHIVE_OUTPUT_DIRECTORY, and LIBRARY_OUTPUT_DIRECTORY target
properties.
One thing to
Paul Martz wrote:
So, why are you trying to build directly into the install
prefix? Why
not let the install command do that work? If you really want to do
that, then you should look at RUNTIME_OUTPUT_DIRECTORY,
ARCHIVE_OUTPUT_DIRECTORY, and LIBRARY_OUTPUT_DIRECTORY target
properties.
Hi Alexandre,
Doing a texture-setImage(image) will do unref the old image before
assigning and ref'ing the new one, so memory management should work
just fine. The memory leak you are percieving is almost certainly not
down to the core OSG code like Texutre::setImage. I'd recommend that
you
It looks like a lighting issue. It looks like lighting is turned on for the
scene, but there are no lights. You might look for stateSet calls related to
lighting. Otherwise you could try and force lighting to be off.
Andy
-Original Message-
From: [EMAIL PROTECTED] on behalf of
On Thu, May 8, 2008 at 1:40 AM, David Jurado [EMAIL PROTECTED] wrote:
Hello,
Somebody knows the specific dependencies for OpenSceneGraph on Windows XP
SP2, because I have tried to compile it, but I cannot do it. I am trying to
build OpenSceneGraph maybe with MinGW, Cygwin or Eclipse
Hello David,
Someone out there that uses the MinGW build should probably step up and
provide a 3rd party repository of the optional OSG dependencies. Until
that happens you'll have to find online or compile the optional
dependencies piecemeal and plug them into the CMake configuration (for
Hi,
can you give me the procedure to install quicktime plugins for window XP.
I try to generate the project with CMake and the quicktime sdk for windows,
but the project did not generate. I used the QTMLClient.lib in the section
QUICKTIME_LIBRARY.
thanks
Alex
2008/5/9 Robert Osfield [EMAIL
Hi Robert,
I'll look at osgViewer::Viewer, the reason I used osgViewer::CompositeViewer
is because the methods it provided made implementing something very easy.
Right now I am targeting multiple GPU machines, I have looked at clusters in
the past for this problem but that is not the direction I
Hello Alex,
can you give me the procedure to install quicktime plugins for window XP.
I try to generate the project with CMake and the quicktime sdk for
windows, but the project did not generate. I used the QTMLClient.lib in
the section QUICKTIME_LIBRARY.
I did this a while ago, with the
I am needing to set an osgUtil::SceneView's view matrix such that it is
identical to that of an osg::Group. The scene structure is along the lines of:
sceneRoot--osg::Switch--osg::PositionAttitudeTransform--osg::PositionAttitudeTransform--osg::Group
I need my scene view to have all of the
Hi Everyone
Thanks for the help, and let me check it out.
Regards
Deepu.LR
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Will
Dicharry
Sent: Friday, May 09, 2008 7:53 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG Node to Mesh
Hi
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